Cheliax's Answer to Captain Andoran: The Brute


Advice

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

For the fun of it, I build a Hulk clone using Pathfinder. I'd thought I'd post it here for people to look at. He isn't optimized,and probably isn't very efficient or easy to play. But I only built him in an hour or so.

Bhannor Bryce was commissioned by House Thrune to create a champion to challenge Captain Andoran.
Convinced Science, not magic was the answer, Bhannor experimented until he came upon a formula that increased his strength, unfortunately the beast he turned into, a large green skinned brute, would take over when he drank the mutagen. Soon Bhannor and the Brute became to detest each other with Bhannnor having to call on his alter ego when ever he had to fight.

(As Bhannor Bryce)

Spoiler:

Bhannor Bryce
Human (Chelaxian) Alchemist (Ragechemist) 2 Barbarian (Invulnerable Rager) 10
CN Medium Humanoid (human)
Init +4; Senses Perception +13
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 17 (+5 armor, +4 Dex, +2 deflection, +1 dodge)
hp 155 (10d12+2d8+72)
Fort +15, Ref +10, Will +3; +2 bonus vs. poison, +2 trait bonus vs. illusion, +1 trait bonus vs. divine spells
DR 10/lethal, 5/—; Resist cold 2, extreme endurance (cold), poison resistance +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Adamantine Brass knuckles +15/+10/+5 (1d3+4/x2) and
. . Unarmed strike +16/+11/+6 (1d3+5/x2)
Ranged Bomb +16/+11/+6 (1d6+2 Fire/x2)
Special Attacks bomb 1d6+2 (6/day) (dc 13), rage (27 rounds/day), rage powers (brawler, brawler, greater, intimidating glare, roused anger, unexpected strike [1/rage])
Alchemist (Ragechemist) Spells Prepared (CL 2):
1 (3/day) Stone Fist, Enlarge Person (DC 13), Jump
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 20, Int 15, Wis 10, Cha 10
Base Atk +11; CMB +14 (+16 Bull Rushing, +16 Grappling); CMD 31 (33 vs. Bull Rush, 33 vs. Grapple)
Feats Cornugon Smash, Dodge, Eclectic, Extra Bombs, Improved Bull Rush, Improved Grapple, Improved Unarmed Strike, Power Attack -3/+6, Throw Anything
Traits History of Heresy, Skeptic
Skills Acrobatics +17 (+21 jump), Climb +16, Craft (alchemy) +13 (+15 to create alchemical items), Heal +8, Intimidate +15, Knowledge (arcana) +7, Knowledge (nature) +10, Perception +13, Spellcraft +10, Survival +9, Swim +11, Use Magic Device +9; Racial Modifiers alchemy +2
Languages Common, Infernal, Vudrani
SQ discoveries (spontaneous healing [5 hp/day]), fast movement +10, mutagen (dc 13), poisoning (standard action), rage mutagen
Combat Gear Mutagen: +6 STR, -2 INT, +2 Nat AC, Ring of the savage beast (1/day); Other Gear +1 Adamantine Brass knuckles, Amulet of mighty fists +2, Belt of physical might (Dex & Con +4), Bracers of armor +5, Ring of protection +2, 5999 GP
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+2 (6/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage.
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
History of Heresy +1 save vs, divine spells
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (27 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Ring of the savage beast (1/day) Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring’s nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the savage beast grants a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.

Construction
Requirements Forge Ring, barkskin, bull’s strength; Cost 4,000 gp
Roused Anger (Ex) You can rage even when fatigued.
Skeptic +2 save vs. illusion.
Spontaneous Healing (5 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

As the Brute

Spoiler:

Bhannor Bryce
Human (Chelaxian) Alchemist (Ragechemist) 2 Barbarian (Invulnerable Rager) 10
CN Medium Humanoid (human)
Init +4; Senses Perception +13
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+5 armor, +4 Dex, +2 natural, +2 deflection, +1 dodge)
hp 179 (10d12+2d8+96)
Fort +17, Ref +10, Will +5; +2 bonus vs. poison, +2 trait bonus vs. illusion, +1 trait bonus vs. divine spells
DR 10/lethal, 5/—; Resist cold 2, extreme endurance (cold), poison resistance +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 Adamantine Brass knuckles +17/+12/+7 (1d3+15/x2) and
. . Unarmed strike +16/+11/+6 (1d6+16/x2) and
. . Unarmed strike +16 (1d6+9/x2)
Ranged Bomb +16/+11/+6 (1d6+1 Fire/x2)
Special Attacks bomb 1d6+1 (5/day) (dc 12), rage (27 rounds/day), rage powers (brawler, brawler, greater, intimidating glare, roused anger, unexpected strike [1/rage])
Alchemist (Ragechemist) Spells Prepared (CL 2):
1 (3/day) Stone Fist, Enlarge Person (DC 12), Jump
--------------------
Statistics
--------------------
Str 26, Dex 18, Con 24, Int 13, Wis 10, Cha 10
Base Atk +11; CMB +19 (+21 Bull Rushing, +21 Grappling); CMD 34 (36 vs. Bull Rush, 36 vs. Grapple)
Feats Cornugon Smash, Dodge, Eclectic, Extra Bombs, Improved Bull Rush, Improved Grapple, Improved Unarmed Strike, Power Attack -3/+6, Throw Anything
Traits History of Heresy, Skeptic
Skills Acrobatics +17 (+21 jump), Climb +21, Craft (alchemy) +12 (+14 to create alchemical items), Heal +8, Intimidate +15, Knowledge (arcana) +6, Knowledge (nature) +9, Perception +13, Spellcraft +9, Survival +9, Swim +16, Use Magic Device +9; Racial Modifiers alchemy +2
Languages Common, Infernal, Vudrani
SQ discoveries (spontaneous healing [5 hp/day]), fast movement +10, mutagen (dc 12), poisoning (standard action), rage mutagen
Combat Gear Mutagen: +6 STR, -2 INT, +2 Nat AC, Ring of the savage beast (1/day); Other Gear +1 Adamantine Brass knuckles, Amulet of mighty fists +2, Belt of physical might (Dex & Con +4), Bracers of armor +5, Ring of protection +2, 5999 GP
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+1 (5/day) (DC 12) (Su) Thrown Splash Weapon deals 1d6+1 fire damage.
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Damage Reduction (10/lethal) You have Damage Reduction against non-lethal damage
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
History of Heresy +1 save vs, divine spells
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (27 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Ring of the savage beast (1/day) Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring’s nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the savage beast grants a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.

Construction
Requirements Forge Ring, barkskin, bull’s strength; Cost 4,000 gp
Roused Anger (Ex) You can rage even when fatigued.
Skeptic +2 save vs. illusion.
Spontaneous Healing (5 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Cheliax's Answer to Captain Andoran: The Brute All Messageboards

Want to post a reply? Sign in.